| 1 | /* | 
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| 2 |  *   ORXONOX - the hottest 3D action shooter ever to exist | 
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| 3 |  *                    > www.orxonox.net < | 
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| 4 |  * | 
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| 5 |  * | 
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| 6 |  *   License notice: | 
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| 7 |  * | 
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| 8 |  *   This program is free software; you can redistribute it and/or | 
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| 9 |  *   modify it under the terms of the GNU General Public License | 
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| 10 |  *   as published by the Free Software Foundation; either version 2 | 
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| 11 |  *   of the License, or (at your option) any later version. | 
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| 12 |  * | 
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| 13 |  *   This program is distributed in the hope that it will be useful, | 
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| 14 |  *   but WITHOUT ANY WARRANTY; without even the implied warranty of | 
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| 15 |  *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the | 
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| 16 |  *   GNU General Public License for more details. | 
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| 17 |  * | 
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| 18 |  *   You should have received a copy of the GNU General Public License | 
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| 19 |  *   along with this program; if not, write to the Free Software | 
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| 20 |  *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA. | 
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| 21 |  * | 
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| 22 |  *   Author: | 
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| 23 |  *      Reto Grieder | 
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| 24 |  *   Co-authors: | 
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| 25 |  *      Martin Stypinski | 
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| 26 |  * | 
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| 27 |  */ | 
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| 28 |  | 
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| 29 | #include "MobileEntity.h" | 
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| 30 |  | 
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| 31 | #include <OgreSceneNode.h> | 
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| 32 | #include <BulletDynamics/Dynamics/btRigidBody.h> | 
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| 33 |  | 
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| 34 | #include "core/CoreIncludes.h" | 
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| 35 | #include "core/XMLPort.h" | 
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| 36 |  | 
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| 37 | #include "Scene.h" | 
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| 38 |  | 
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| 39 | namespace orxonox | 
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| 40 | { | 
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| 41 |     RegisterClass(MobileEntity); | 
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| 42 |  | 
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| 43 |     MobileEntity::MobileEntity(Context* context) : WorldEntity(context) | 
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| 44 |     { | 
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| 45 |         RegisterObject(MobileEntity); | 
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| 46 |  | 
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| 47 |         this->linearAcceleration_  = Vector3::ZERO; | 
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| 48 |         this->linearVelocity_      = Vector3::ZERO; | 
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| 49 |         this->angularAcceleration_ = Vector3::ZERO; | 
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| 50 |         this->angularVelocity_     = Vector3::ZERO; | 
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| 51 |     } | 
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| 52 |  | 
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| 53 |     MobileEntity::~MobileEntity() | 
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| 54 |     { | 
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| 55 |     } | 
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| 56 |  | 
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| 57 |     void MobileEntity::XMLPort(Element& xmlelement, XMLPort::Mode mode) | 
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| 58 |     { | 
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| 59 |         SUPER(MobileEntity, XMLPort, xmlelement, mode); | 
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| 60 |  | 
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| 61 |         XMLPortParamTemplate(MobileEntity, "velocity",     setVelocity,     getVelocity,     xmlelement, mode, const Vector3&); | 
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| 62 |  | 
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| 63 |         Vector3 rotationAxis(this->getRotationAxis()); | 
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| 64 |         Degree rotationRate = this->getRotationRate(); | 
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| 65 |         XMLPortParamVariable(MobileEntity, "rotationaxis", rotationAxis, xmlelement, mode); | 
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| 66 |         XMLPortParamVariable(MobileEntity, "rotationrate", rotationRate, xmlelement, mode); | 
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| 67 |         if (mode == XMLPort::LoadObject) | 
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| 68 |         { | 
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| 69 |             if (rotationAxis == Vector3::ZERO) | 
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| 70 |                 this->setAngularVelocity(Vector3::ZERO); | 
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| 71 |             else | 
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| 72 |                 this->setAngularVelocity(rotationAxis.normalisedCopy() * rotationRate.valueRadians()); | 
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| 73 |         } | 
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| 74 |     } | 
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| 75 |  | 
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| 76 |     void MobileEntity::tick(float dt) | 
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| 77 |     { | 
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| 78 |         if (this->isActive()) | 
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| 79 |         { | 
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| 80 |             // Check whether Bullet doesn't do the physics for us | 
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| 81 |             if (!this->isDynamic()) | 
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| 82 |             { | 
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| 83 |                 // Linear part | 
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| 84 |                 this->linearVelocity_.x += this->linearAcceleration_.x * dt; | 
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| 85 |                 this->linearVelocity_.y += this->linearAcceleration_.y * dt; | 
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| 86 |                 this->linearVelocity_.z += this->linearAcceleration_.z * dt; | 
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| 87 |                 this->node_->translate(this->linearVelocity_ * dt); | 
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| 88 |  | 
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| 89 |                 // Angular part | 
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| 90 |                 // Note: angularVelocity_ is a Quaternion with w = 0 while angularAcceleration_ is a Vector3 | 
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| 91 |                 this->angularVelocity_.x += angularAcceleration_.x * dt; | 
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| 92 |                 this->angularVelocity_.y += angularAcceleration_.y * dt; | 
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| 93 |                 this->angularVelocity_.z += angularAcceleration_.z * dt; | 
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| 94 |                 // Calculate new orientation with quaternion derivative. This is about 30% faster than with angle/axis method. | 
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| 95 |                 float mult = dt * 0.5f; | 
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| 96 |                 // TODO: this could be optimized by writing it out. The calls currently create 4 new Quaternions! | 
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| 97 |                 Quaternion newOrientation(0.0f, this->angularVelocity_.x * mult, this->angularVelocity_.y * mult, this->angularVelocity_.z * mult); | 
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| 98 |                 newOrientation = this->node_->getOrientation() + newOrientation * this->node_->getOrientation(); | 
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| 99 |                 newOrientation.normalise(); | 
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| 100 |                 this->node_->setOrientation(newOrientation); | 
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| 101 |             } | 
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| 102 |         } | 
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| 103 |     } | 
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| 104 |  | 
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| 105 |     void MobileEntity::setPosition(const Vector3& position) | 
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| 106 |     { | 
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| 107 |         if (this->isDynamic()) | 
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| 108 |         { | 
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| 109 |             btTransform transf = this->physicalBody_->getWorldTransform(); | 
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| 110 |             transf.setOrigin(btVector3(position.x, position.y, position.z)); | 
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| 111 |             this->physicalBody_->setWorldTransform(transf); | 
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| 112 |         } | 
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| 113 |  | 
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| 114 |         this->node_->setPosition(position); | 
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| 115 |     } | 
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| 116 |  | 
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| 117 |     void MobileEntity::setOrientation(const Quaternion& orientation) | 
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| 118 |     { | 
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| 119 |         if (this->isDynamic()) | 
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| 120 |         { | 
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| 121 |             btTransform transf = this->physicalBody_->getWorldTransform(); | 
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| 122 |             transf.setRotation(btQuaternion(orientation.x, orientation.y, orientation.z, orientation.w)); | 
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| 123 |             this->physicalBody_->setWorldTransform(transf); | 
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| 124 |         } | 
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| 125 |  | 
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| 126 |         this->node_->setOrientation(orientation); | 
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| 127 |     } | 
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| 128 |  | 
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| 129 |     void MobileEntity::setVelocity(const Vector3& velocity) | 
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| 130 |     { | 
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| 131 |         if (this->isDynamic()) | 
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| 132 |             this->physicalBody_->setLinearVelocity(btVector3(velocity.x, velocity.y, velocity.z)); | 
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| 133 |  | 
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| 134 |         this->linearVelocity_ = velocity; | 
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| 135 |     } | 
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| 136 |  | 
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| 137 |     void MobileEntity::setAngularVelocity(const Vector3& velocity) | 
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| 138 |     { | 
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| 139 |         if (this->isDynamic()) | 
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| 140 |             this->physicalBody_->setAngularVelocity(btVector3(velocity.x, velocity.y, velocity.z)); | 
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| 141 |  | 
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| 142 |         this->angularVelocity_ = velocity; | 
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| 143 |     } | 
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| 144 |  | 
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| 145 |     void MobileEntity::setAcceleration(const Vector3& acceleration) | 
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| 146 |     { | 
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| 147 |         if (this->isDynamic()) | 
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| 148 |         { | 
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| 149 |             this->physicalBody_->applyCentralForce(btVector3(acceleration.x * this->getMass(), acceleration.y * this->getMass(), acceleration.z * this->getMass())); | 
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| 150 |         } | 
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| 151 |  | 
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| 152 |         // If not bullet-managed (deprecated? SpaceShip doesn't use this anymore for movement) TODO: Find out! | 
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| 153 |         this->linearAcceleration_ = acceleration; | 
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| 154 |     } | 
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| 155 |  | 
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| 156 |     /** | 
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| 157 |     @brief | 
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| 158 |         Adds the input acceleration at the input position to the MobileEntity. | 
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| 159 |     @param acceleration | 
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| 160 |         The acceleration to be additionally applied to the MobileEntity. | 
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| 161 |     @param relativePosition | 
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| 162 |         The position relative to the MobileEntity at which the acceleration is applied. | 
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| 163 |     */ | 
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| 164 |     void MobileEntity::addAcceleration(const Vector3 &acceleration, const Vector3 &relativePosition) | 
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| 165 |     { | 
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| 166 |         if(this->isDynamic()) | 
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| 167 |         { | 
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| 168 |             this->physicalBody_->applyForce(this->getMass() * btVector3(acceleration.x, acceleration.y, acceleration.z), btVector3(relativePosition.x, relativePosition.y, relativePosition.z)); | 
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| 169 |         } | 
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| 170 |     } | 
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| 171 |  | 
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| 172 |     void MobileEntity::setAngularAcceleration(const Vector3& acceleration) | 
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| 173 |     { | 
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| 174 |         if (this->isDynamic()) | 
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| 175 |         { | 
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| 176 |             btVector3 inertia(btVector3(1, 1, 1) / this->physicalBody_->getInvInertiaDiagLocal()); | 
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| 177 |             this->physicalBody_->applyTorque(btVector3(acceleration.x, acceleration.y, acceleration.z) * inertia); | 
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| 178 |         } | 
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| 179 |  | 
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| 180 |         this->angularAcceleration_ = acceleration; | 
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| 181 |     } | 
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| 182 |  | 
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| 183 |     void MobileEntity::applyCentralForce(const Vector3& force) | 
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| 184 |     { | 
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| 185 |         if (this->isDynamic()) | 
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| 186 |             this->physicalBody_->applyCentralForce(btVector3(force.x * this->getMass(), force.y * this->getMass(), force.z * this->getMass())); | 
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| 187 |     } | 
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| 188 |  | 
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| 189 |     bool MobileEntity::isCollisionTypeLegal(WorldEntity::CollisionType type) const | 
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| 190 |     { | 
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| 191 |         if (type == WorldEntity::Static) | 
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| 192 |         { | 
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| 193 |             orxout(internal_warning) << "Cannot tell a MobileEntity to have static collision type! Ignoring." << endl; | 
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| 194 |             assert(false); // Only in debug mode | 
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| 195 |             return false; | 
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| 196 |         } | 
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| 197 |         else | 
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| 198 |             return true; | 
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| 199 |     } | 
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| 200 |  | 
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| 201 |     void MobileEntity::setWorldTransform(const btTransform& worldTrans) | 
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| 202 |     { | 
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| 203 |         // We use a dynamic body. So we translate our node accordingly. | 
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| 204 |         this->node_->setPosition(Vector3(worldTrans.getOrigin().x(), worldTrans.getOrigin().y(), worldTrans.getOrigin().z())); | 
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| 205 |         btQuaternion temp(worldTrans.getRotation()); | 
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| 206 |         this->node_->setOrientation(Quaternion(temp.w(), temp.x(), temp.y(), temp.z())); | 
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| 207 |         this->linearVelocity_.x = this->physicalBody_->getLinearVelocity().x(); | 
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| 208 |         this->linearVelocity_.y = this->physicalBody_->getLinearVelocity().y(); | 
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| 209 |         this->linearVelocity_.z = this->physicalBody_->getLinearVelocity().z(); | 
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| 210 |         this->angularVelocity_.x = this->physicalBody_->getAngularVelocity().x(); | 
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| 211 |         this->angularVelocity_.y = this->physicalBody_->getAngularVelocity().y(); | 
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| 212 |         this->angularVelocity_.z = this->physicalBody_->getAngularVelocity().z(); | 
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| 213 |     } | 
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| 214 |  | 
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| 215 |     void MobileEntity::getWorldTransform(btTransform& worldTrans) const | 
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| 216 |     { | 
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| 217 |         // We use a kinematic body | 
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| 218 |         worldTrans.setOrigin(btVector3(node_->getPosition().x, node_->getPosition().y, node_->getPosition().z)); | 
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| 219 |         worldTrans.setRotation(btQuaternion(node_->getOrientation().x, node_->getOrientation().y, node_->getOrientation().z, node_->getOrientation().w)); | 
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| 220 |         if (this->isDynamic()) | 
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| 221 |         { | 
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| 222 |             // This function gets called only once for dynamic objects to set the initial conditions | 
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| 223 |             // We have to set the velocities too. | 
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| 224 |             this->physicalBody_->setLinearVelocity(btVector3(linearVelocity_.x, linearVelocity_.y, linearVelocity_.z)); | 
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| 225 |             this->physicalBody_->setAngularVelocity(btVector3(angularVelocity_.x, angularVelocity_.y, angularVelocity_.z)); | 
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| 226 |         } | 
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| 227 |     } | 
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| 228 | } | 
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